Aliens 2 Hives, Marines 2 Hives. Advantage Marines

fwd-Randomfwd-Random Join Date: 2002-12-30 Member: 11618Members
Aliens have a disadvantage compared to marines with concern to controlling 2 hives.

Lets say aliens control two hives. That means fades, Def/Mov(sensory unlikely) Upgrades, now a crucial factor is what stage in the game this is achieved. Early game would result in fades Vs Non upgraded LMG marines or low upgraded LMG, which should mean an easy win for aliens.
If its mid to endgame then its totally different as marines still stand a good chance of turning it around. Upgrades making fades easier to kill and perform a siege or jp rush etc on one of thier hives, the chance of this is magnified the more tech the marines have. Now that people are getting better/smarter I see alot of games turned around to marine win from aliens having two hives.

Marines can still turn a game around if aliens have 2 hives from mid to engame

Now lets look at marines controlling two hives. This instantly reduces aliens to base level tech, they cannot upgrade any further from what one hive provides. At early stage this can still be turned around but only in a small window of oppurtunity, if the aliens cannot stop the marines from getting a phase,tf and 2 sentrys at each hive then it is extremely difficult to retake a hive and go on to win the game. The marines will continue to fortify each hive and if the marines are smart they will have at least a few marines ready to jump through the phase to defend/repair. If a hive is not retaken in this short period then it is pretty much end game for aliens, as each hive will be fortified to the moon and they can do nothing about it.
Now look at mid to end game. Marines controlling two hives with upgraded weapons/armor and HMG etc there is litterally no chance of aliens retaking a hive and winning the game.

Aliens have little chance of turning a game around if marines have 2 hives from mid to end game

Aliens need some sort of boost to be able to retake a second hive from marines, some suggestions for this could be increasing lerks spine damage to buildings or something. Alot of pub games consist of marines taking two hives, aliens runing around for 40 minutes getting beaten down while the marines mess about taking forever to fortify the 2 hives and even longer to make an assault on the 3rd. Same can be said for some clan games, aliens need to mid to end game chance to retake a hive and turn a game around.

Comments

  • eXogeneXogen Join Date: 2002-11-23 Member: 9712Members
    I think it would be nice if the lerks spine shooter did a lil more damage because its usually impossible to take a hive once the marines get ahold of it if you only have 1 hive. The only way I can even do any damage to the hive they do have is with the lerk but by the time I try taking down a TF the marines have already pahsed there and im dead
  • mojojojomojojojo Join Date: 2002-11-01 Member: 2017Members
    Hmm, I seem to be seeing a few posts asking for things in the latest beta. See the 1.04c thread - apparently lerk spike shooters being bumped a bit.
    It also says lerks are going to be completely redone in 1.1, and this is just a temporary thing.

    (Hopefully this will make the 1 hive game a bit more interesting than just skulks)
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    I disagree, I think the system is fair enough as it is.

    For aliens to have 2 hives, they only need to take 1 hive on top of their initial hive.

    Marines have to take 2 hives, since they start off with none. If the marines can successfully take 2 hives and defend them, then they really deserve to win.

    If aliens have 2 hives, and the marines just 1 hive, and still can't take the extra hive with fades and lerks, then really the aliens deserve to lose!

    There is no marine advantage either way, although marines may have a better survival chance when the aliens have 2 hives, the aliens have the advantage in the start game with speed for getting to the hives before the marines.

    Works out balanced to me, IMHO.
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    The big problems arising from this are some of the situations a pub game can get into. The problem swings both ways, but because of the alien's very limited upgrade ability at 1 hive, and the marine ability to use gambits such as a JP/HMG cowboy hive attack, this is mainly an issue with marine control.

    Its possible for a pub game to reach a situation where 1 team cannot do anything worthwhile at all, usually when aliens are confined to 1 hive and marines have obscene unbreakable turret farms at each hive. Even if the marines all go for a cup of tea there may be nothing the aliens can do at all. Truthfully, after losing 2 hives to the marines and being contained aliens should not win the game - the game should finish.

    The problem is, what happens when it doesn't finish? NS has no real timelimit, and roundtime on most servers is set to 60 minutes. A marine team with this sort of map control can mince about for the entire 60 minute period, with a commander who just HAS to research every possible weapon and upgrade in the game and take every res point. While the alien team really have nothing to do but run into turrets and die. This can make for some absolutely horrible pub games that last untill everyone gets bored and abandons the server, i've been in games like this....

    I'm not trying to argue that aliens should have a way of fighting equally with marines after being contained to 1 hive. If marines take control of 2 hives they should have an overwhelming advantage that allows them to quickly wrap up the game.... just there has to be some sort of pressure for them to do so. Something the aliens can do that will give them a purpose in this situation, and encourage the marines to wrap up the game when they can, instead of sitting on their backside and teching to lv 3 upgrades, HA, HMGs GLs and motion tracking just to take on skulks.

    These are my hopes for the siege self-damage change, lets hope it fills this role instead of being a meaningless addition. If this is still a problem, how about a vote-surrender on pubs that only requires a 50% majority? Or an alien super weapon that costs 3000 res? ;)
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    Early on the aliens have an advantage? Its the other way. Early on the marines own the game. Usualy they are just to stupid to use that advantage. Skulks without carpace die so fast its no fun. Just try it on a big server. As long as there are no DC half of the alien team is constantly dead. As soon as DC goes up only a few aliens are in the respawn queue. Carpace rules early on because it gives you the 2 additional secs you need to reach the marine and bite his butt. If i go gorge the first thing after the first rt is to build 2 DC. Usualy after that the aliens own the map and the marines don´t expand anymore. But if the marines rush the 2 hives before the aliens have carpace its usually over. But thank god most of the marines/comms are too slow in taking the 2 hives. But sometimes they form 2 squads early on securing the hives and that are the 10% of the games that the aliens loose. But 90% of the time they win in 1.04c
  • L3TUC3L3TUC3 Join Date: 2002-11-03 Member: 5770Members
    There was one time where we (Kharaa) got out of a two hives taken situation.

    We rushed the marine main base and killed the CC. Then the backup CC.

    Then we took out the HA's and everyone with upgraded weapons (took us a long time). The turret farms as you put it where burnt to the ground and we got our second hive up.

    Then the server admin jumped in (apperantly, the marines started whining over RCON) and said aliens won to restart the round. I wish we could have finished it.


    This is just one point showing that turnarounds (although unlikely, as you said) are possible. In fact, I think things are fine right now. Spikes upped? Ok, np, things that get upped are always good (except rp prices).
  • fwd-Randomfwd-Random Join Date: 2002-12-30 Member: 11618Members
    Im not talking about major change, im just saying aliens need something to do when marines have two hives other than get killed by turret farms or upgraded marines over and over.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    When marines control two hives it is pretty much game over. Now I might be labled a defeatist but hear me out. Typically, the reason the Aliens didn't get a second hive is because there was a serious lack of teamwork. If the alien team couldn't muster enoguh teamwork to capture a vacant hive there is pretty much no way in hell they will coordinate sufficiently to take a defended hive. So, one by one they trickle into the hive bite the TF a few times and die to a turret, the biting attracts the commander, who dispatches a marine with a welder to fix the TF and build a Turret in the blind spot. This goes on and on until either the aliens quit or the marines have researched everything they possibly can. Following this every marine gets HA and HMG/GL and marches to the last hive and.... hide out side while the comm builds siege. What was the point of sitting around for 30-45 mins? This game is over but the marines had to go tech happy, research everything, so they can have teh uber gearz0rz, and not use it while the siege blows the hell outta the hive. The aliens really need something to give them a fighting chance againts the two hive marines, hopefully the lerk changes will accomplish this.
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    edited January 2003
    well if the marines got 2 hives and you need one back but the marines are just too upgraded, try this:

    first take out the damn phase gate, then any marines left (if you can easily take out any siege with a lerk, do that too).

    Now this leaves you with the turret farm and most if not all of your alien team is dead. The marines are now running (or walking if they are HA and/or HMGed) to take "their" hive back. Now you might think you have to rush back to the hive as soon as you spawn to take out that factory, but no you need teamwork on this one. With the shortened alien respawn time you might have a little easier time gathering your team up for phase 2. Instead of going into the hive and taking the TF, wait outside the hive for the marine team. For example if you are trying to take back subspace, wait in mother interface in the ceiling and corners. The marines may have motion tracking but if you get there early enough you can stay still before they get there and they can't see you. Hopefully in the meantime you have a gorge building in the hive. Now when the marines come into mother interface wait for them to pass or notice you and all attack at the same time. Since they are upgraded heavily you may not win the fight but atleast you will slow them down/weaken them. By the time they actually get into the hive, your trusty gorge will have built a nice wall of lame that can both attack the turret farm and hold off marines until you bring back 1 or 2 more waves of attacks.

    This is pretty complicated and requires all that 1 hive can offer plus tons of teamwork. I think the only time aliens require more teamwork than marines is when they are locked to 1 hive. And oh ya, this definately won't work all the time, but what will when you only have 1 hive vs HA/HMG?
  • UnknownUnknown Join Date: 1970-01-01 Member:
    ummmm, when marines control 2 hives. i know this is a hard concept but ,maybe ,try i dunno, attacking as a group? =p instead of whining about losing with the newbie single file get in line to die fasion which is so popular among the common newbie pub. when u get 5+ skuls with level 3 carapace rushing a hive with 4-5 sents tf nozzle and phase, well, i could have my freaking cat play and they would take the hive back. so your whiny complaint is without base when u say theres nothing the aliens can do once the marines control 2 hives. and yes lurk spine damage does seem low, sok with 2-3 lurks shooting at a tf tho. :angry:
  • gremgrem Join Date: 2002-11-15 Member: 8799Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->NS has no real timelimit, and roundtime on most servers is set to 60 minutes. A marine team with this sort of map control can mince about for the entire 60 minute period, with a commander who just HAS to research every possible weapon and upgrade in the game and take every res point.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yes, I've been in games like this too. From the Marine side, it's fun to have all the upgrades and cruise around in groups of 3-4 just having a good time.

    The solution is already in place and I've seen it used lots of times. You just need to convince 4 of your teammates that it's hopeless and to hit F4. As soon as the aliens get 5 down, the server will restart the map.

    -grem
  • OkaboreOkabore Join Date: 2002-11-21 Member: 9505Members
    I played a game yeasterday on a 1.04c server where the marines early on took two hives and the aliens still managed to win.
    I took some coordination on the alien side and some stupidity from the marines.
    The marines had taken noname and subspace and fortified them quite well but they didnt secure their own base.
    So while most of the alien team attacked subspace 3 aliens attacked marine base and took out the ip:s.
    Instead of getting back fast to marine spawn and save the base the marines stood, fought and died at subspace.
    Just proof that it goes better for the aliens if they have some teamwork.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin--grem+Jan 9 2003, 09:19 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (grem @ Jan 9 2003, 09:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The solution is already in place and I've seen it used lots of times. You just need to convince 4 of your teammates that it's hopeless and to hit F4. As soon as the aliens get 5 down, the server will restart the map.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    But thats lame.

    And to the guy that said "omg just teamwork yuo n00bs"(or similar), I was on a server, where all the newb one-man-rushers had left, and almost everyone worked as a team. The marines had moved base to Computer Core(ns_eclipse), and had the usual "outpost" stuff in maintenance hive. We worked as a team, but they still slaughtered us. Once we actually managed to clear out maintenance, and got the hive in building, but... in keyhole, they were building 7 sieges(NOT exaggerated, we asked them...). Im sure you can figure that; boom. Boom. BOOM. BOOM!
    And hive is gone, with us realising we didnt stand a snowflakes chance in hell. Eventually everyone F4:ed or left, marines refused to attack our remaining hive that had no defenses except us skulks and lerks(abundance of resources).
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    Yeah and rushing the turret farm in a group is useless because the comm will instantly send reinforcements through the gate. (Usually 3 secs after first turret shoots) So maybe 5 skulks could get 4 torrets OR the TF OR the phase gate but not everithing by the time reinforcements jump in. The marines are no noobs anymore (at least on the servers i play) so even coordinated attacks on a turret farm are a waste of life because of the phase. No as soon as marines have locked 2 hives its better to press f4 because you have lost but they will make you suffer for another 30 mins till they kill you unlike the aliens which finish the marines of pretty fast after they get fades. And rushing the main base is useless since the comms i play against instantly move the base to a secured hive (usually within first 5 mins). Building at the start point is a waste of res. Just build ip and armory,secure hive and move there. 1 less turret farm to build and if you loose the 3. hive you have lost anyway.
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    Once the marine side has got two hives (as in PG, TF and 3-4 turrets at each), the alien team has got a limited time window in which to get a hive back, or its game over.

    It is doable because assuming the marines have not re-located, they have to defend 3 sites simultaneously (marine base, hive 1, hive 2) whilst the aliens only have to defend one (their first hive).

    If in the 10-20 minutes it takes for both hives to become turreted to high heaven, with sieges, and have the marines stomping around in HA, the alien team can't organise a skulk/chamber rush, they deserve to lose.

    I've been tearing my hair out as skulks all other the mapp attacking little outposts and the hives and marine base in dribs and drabs, achieveing naff all.

    On the other hand, i've seen 6 skulks, a gorge and a lerk arrange to meet up in the vent in Sat Comms on Nothing and watch/participate in them dismantling the 'secured' marine hive in less time then it takes a marine to say "WTF ?" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> We went on to win <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    As usual, its an issue of teamwork more then the game. A single marine in the right place can take down a secured alien hive by building a TF, Ts and sieges without being noticed, whilst the aliens usually require teamwork to take down a secured marine hive.

    Hence, an alien team taking a hive back appears to be more 'difficult' <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • fwd-Randomfwd-Random Join Date: 2002-12-30 Member: 11618Members
    hehe yeh "a skulk rush of 5 carapaced skulks can own a 4-5 sentry'ed hive", what planet are you on?
    You would all die before you could take the tf down, the turrets themselves would make short work of you and the marines the commander would instantly send there would also send you packing and repair any damage you did.

    You must play with very low skilled players or commanders that place turrets in stupid places, if you play decent marine teams then it quickly becomes obvious how extremely difficult is it to recover when marines control 2 hives, like i said its not impossible and for a short period before theres to many sentrys or marine upgrades aliens can quite often retake a hive, but mid game its get VERY hard and endgame almost not a chance.
  • OWAOWA Join Date: 2002-12-22 Member: 11322Members
    Actually you're mistaken colition. I've personally seen this happen while commanding myself. 4 skulks rush into computer core. WHAM, one turret is down, openoing up a hole in the defenses (I can't express how fast this turret fell). WHAM a few seconds later the TF is down. Now my marines start phasing through, but lo and behold the skulks munch em as soon as thye appear. Phase gate falls. Hive is lost. By the time we get back a gorge has built a wall of lame and there are skulks crawling all over.

    Of course you have to do this early. As soon as you see the 2 hive lockdown in progress you need to rally the skulks and go, if you wait until the commander puts up fifty turrets at each hive and upgrades thier ammo sure you're done for.
  • fwd-Randomfwd-Random Join Date: 2002-12-30 Member: 11618Members
    owa thats what I said, doesnt anyone read properly?. Early on its still quite doable but later its very very hard
  • SpeedySpeedy Join Date: 2002-11-06 Member: 7313Members, Constellation
    <!--QuoteBegin--Jaml+Jan 8 2003, 11:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jaml @ Jan 8 2003, 11:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yeah and rushing the turret farm in a group is useless because the comm will instantly send reinforcements through the gate. (Usually 3 secs after first turret shoots) So maybe 5 skulks could get 4 torrets OR the TF OR the phase gate but not everithing by the time reinforcements jump in. The marines are no noobs anymore (at least on the servers i play) so even coordinated attacks on a turret farm are a waste of life because of the phase. No as soon as marines have locked 2 hives its better to press f4 because you have lost but they will make you suffer for another 30 mins till they kill you unlike the aliens which finish the marines of pretty fast after they get fades. And rushing the main base is useless since the comms i play against instantly move the base to a secured hive (usually within first 5 mins). Building at the start point is a waste of res. Just build ip and armory,secure hive and move there. 1 less turret farm to build and if you loose the 3. hive you have lost anyway.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That's exactly why you should target the Phase Gate first. 1.04 helps this a lot - Phase Gates have about half the health they did in 1.03 .
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    edited January 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hehe yeh "a skulk rush of 5 carapaced skulks can own a 4-5 sentry'ed hive", what planet are you on? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    If they know what they're doing, its easily possible.

    5 skulks rushing from different directions in a vague attempt to bite stuff ? No chance.

    5 skulks knowing there going wait whilst theres no marines in the hive, know to take out that turret on the left to open up the blind spot on a TF, before munching on the PG ? Yes. Add a chamber rush by a gorge and your laughing.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->like i said its not impossible and for a short period before theres to many sentrys <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    You seem to think 4-5 turrets is too many. Too many is 8-10 with sieges IMHO. Without sieges chamber rush is always a possibilty.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->owa thats what I said, doesnt anyone read properly?. Early on its still quite doable but later its very very hard <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Reading posts properly isn't a requirement to join the forums unfortunately <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Edit: Forgot to add some advice. Chamber rush is usually the last tactic employed to try and take a hive back. It results in the marines trying to hold off the aliens whilst they can get sieges up. Whilst the TF has been upgraded by the comm but the marines have not 'manually' upgraded it, all the turrets go down. That is the time <b>every</b> skulk should be in that hive to take advantage. It'll also generally be your last chance. Below is a paraphrased true story.

    Me: "Everyone get to maintenance, they're upgrading the TF and the turrets are down!"
    nOOb: "The TF is destroyed ?"
    Me: "No! Its being upgraded and the turrets go off-line!"
    Another nOOb: "The turrets are destroyed?"
    Me: "No! They stop working whilst the TF is being upgraded!"
    nOOb: "It does that ?
    Me: "YES! FFS get here now......oh never mind they're back up. Excuse me a moment" Bangs head against wall <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • JagoJago Join Date: 2002-11-10 Member: 8075Members
    I'm sorry but a turret farm cannot be taken down by a 1 hive alien team mid game. There is just too much to take into account. Chamber rush works only if the marines arent paying attention, but when is the last time you've been able to attack a hive location without marines reinforcing the position?
  • NegaBenjiNegaBenji Join Date: 2003-01-09 Member: 12058Members
    <!--QuoteBegin--Speedy+Jan 9 2003, 01:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Speedy @ Jan 9 2003, 01:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->That's exactly why you should target the Phase Gate first. 1.04 helps this a lot - Phase Gates have about half the health they did in 1.03 .<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The problem is that most commanders realize the importance of that area, and they throw up a mass of sentries around it - meaning you're going to get about 3 bites in at the most before you die. As soon as the commander gets the message that something is going on, he sends a bunch of marines through. Most of them guard, while one welds the PG back to full health. So your net result is a lot of wasted time, and some highly alert marines. Hell, most of the time they add a few more turrets too
  • VimstlVimstl Join Date: 2002-11-28 Member: 10145Members
    <!--QuoteBegin--Cotillion+Jan 8 2003, 09:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cotillion @ Jan 8 2003, 09:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Aliens need some sort of boost to be able to retake a second hive from marines<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I have seen many threads to this effect - "when one team is losing, it should get a boost to enable it to come back against the other team." That's like saying if you are losing a chess game, you should be given an extra rook to help you come back. If the marines have captured 2 hives, that means since the game started, the marines got 2 hives and the aliens got none. The score is 2 - 0 people, and that means you are losing! You don't get a reward for that. The game should strive for balance at the aliens with 2 hives/ marines with 1 hive level.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    <!--QuoteBegin--Vimstl+Jan 9 2003, 03:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vimstl @ Jan 9 2003, 03:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The game should strive for balance at the aliens with 2 hives/ marines with 1 hive level.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That was the game developers originally intended balance point, after that it depends on the more aggressive team, although with 2 hives I feel the Kharaa have an overwhelming advantage.

    But, I understand what everyones been trying to say in this thread, that is when the marines have fully locked-down 2 hives theres almost no point in playing as Kharaa since theres no possible upgrade or evolution to help you get those hives back. Unlike the Marines, who when losing, can save up resources instead to tech-up to a fighting chance.

    It does get depressing when you are in a lose lose situation, but it just makes you more determined in the next game to get the second hive.
  • MustardMustard Join Date: 2002-12-17 Member: 10953Members
    edited January 2003
    I agree with the sentiment expressed by Vimstl. If you let the marines get two hives in the first place, then miss your opportunity to counterattack in the critical time when the marines are short on resouces, then you have lost through lack of teamwork. You deserve the painful slow death that is coming your way.

    Strategies exist for taking back the hive. If the team can't implement them then they lose.

    Human error is the biggest factor going for the both the marines and the aliens. A misplaced turret factory, a bad turret configuration, a commander not noticeing an attack against a hive, a bunch of marines telefragging themselves rushing to defend a hive, forgetting to scout around your hive for marines building siege bases...and so many more possible errors. My pet hate is teams giving up. The comebacks I have witnessed as both aliens and marines from this situation have been many and varied. To say that its all over is just defeatist. People make errors, its up to the teams to capitalise on them.

    The biggest error I see alien teams make is to concentrate their attacks on the one hive the marines capture at the start and/or the marine base. Invariably half the team gets killed and some marine slips in next to a vacant/alien controlled hive and gets a phase gate up. If the aliens just concentrate on controlling and securing the areas they have (ie the original hive and the next potential hive) , rather than attempting to take what the marines have, then the chances of getting into this type of situation are greatly reduced.

    In the end, someone has to lose. Its the team the makes the LEAST mistakes.
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